moonloader / handlers.lua
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-- This file is part of the SAMP.Lua project.
-- Licensed under the MIT License.
-- Copyright (c) 2016, FYP @ BlastHack Team <blast.hk>
-- https://github.com/THE-FYP/SAMP.Lua
local bs_io = require 'samp.events.bitstream_io'
local utils = require 'samp.events.utils'
local bsread, bswrite = bs_io.bs_read, bs_io.bs_write
local handler = {}
--- onSendGiveDamage, onSendTakeDamage
function handler.rpc_send_give_take_damage_reader(bs)
local take = bsread.bool(bs) -- 'true' is take damage
local data = {
bsread.uint16(bs), -- playerId
bsread.float(bs), -- damage
bsread.int32(bs), -- weapon
bsread.int32(bs), -- bodypart
take,
}
return (take and 'onSendTakeDamage' or 'onSendGiveDamage'), data
end
function handler.rpc_send_give_take_damage_writer(bs, data)
bswrite.bool(bs, data[5]) -- give or take
bswrite.uint16(bs, data[1]) -- playerId
bswrite.float(bs, data[2]) -- damage
bswrite.int32(bs, data[3]) -- weapon
bswrite.int32(bs, data[4]) -- bodypart
end
--- onInitGame
function handler.rpc_init_game_reader(bs)
local settings = {}
settings.zoneNames = bsread.bool(bs)
settings.useCJWalk = bsread.bool(bs)
settings.allowWeapons = bsread.bool(bs)
settings.limitGlobalChatRadius = bsread.bool(bs)
settings.globalChatRadius = bsread.float(bs)
settings.stuntBonus = bsread.bool(bs)
settings.nametagDrawDist = bsread.float(bs)
settings.disableEnterExits = bsread.bool(bs)
settings.nametagLOS = bsread.bool(bs)
settings.tirePopping = bsread.bool(bs)
settings.classesAvailable = bsread.int32(bs)
local playerId = bsread.uint16(bs)
settings.showPlayerTags = bsread.bool(bs)
settings.playerMarkersMode = bsread.int32(bs)
settings.worldTime = bsread.uint8(bs)
settings.worldWeather = bsread.uint8(bs)
settings.gravity = bsread.float(bs)
settings.lanMode = bsread.bool(bs)
settings.deathMoneyDrop = bsread.int32(bs)
settings.instagib = bsread.bool(bs)
settings.normalOnfootSendrate = bsread.int32(bs)
settings.normalIncarSendrate = bsread.int32(bs)
settings.normalFiringSendrate = bsread.int32(bs)
settings.sendMultiplier = bsread.int32(bs)
settings.lagCompMode = bsread.int32(bs)
local hostName = bsread.string8(bs)
local vehicleModels = {}
for i = 0, 212 - 1 do
vehicleModels[i] = bsread.uint8(bs)
end
settings.vehicleFriendlyFire = bsread.bool32(bs)
return {playerId, hostName, settings, vehicleModels, settings.vehicleFriendlyFire}
end
function handler.rpc_init_game_writer(bs, data)
local settings = data[3]
local vehicleModels = data[4]
bswrite.bool(bs, settings.zoneNames)
bswrite.bool(bs, settings.useCJWalk)
bswrite.bool(bs, settings.allowWeapons)
bswrite.bool(bs, settings.limitGlobalChatRadius)
bswrite.float(bs, settings.globalChatRadius)
bswrite.bool(bs, settings.stuntBonus)
bswrite.float(bs, settings.nametagDrawDist)
bswrite.bool(bs, settings.disableEnterExits)
bswrite.bool(bs, settings.nametagLOS)
bswrite.bool(bs, settings.tirePopping)
bswrite.int32(bs, settings.classesAvailable)
bswrite.uint16(bs, data[1]) -- playerId
bswrite.bool(bs, settings.showPlayerTags)
bswrite.int32(bs, settings.playerMarkersMode)
bswrite.uint8(bs, settings.worldTime)
bswrite.uint8(bs, settings.worldWeather)
bswrite.float(bs, settings.gravity)
bswrite.bool(bs, settings.lanMode)
bswrite.int32(bs, settings.deathMoneyDrop)
bswrite.bool(bs, settings.instagib)
bswrite.int32(bs, settings.normalOnfootSendrate)
bswrite.int32(bs, settings.normalIncarSendrate)
bswrite.int32(bs, settings.normalFiringSendrate)
bswrite.int32(bs, settings.sendMultiplier)
bswrite.int32(bs, settings.lagCompMode)
bswrite.string8(bs, data[2]) -- hostName
for i = 1, 212 do
bswrite.uint8(bs, vehicleModels[i])
end
bswrite.bool32(bs, settings.vehicleFriendlyFire)
end
--- onInitMenu
function handler.rpc_init_menu_reader(bs)
local colWidth2
local rows = {}
local columns = {}
local readColumn = function(width)
local title = bsread.fixedString32(bs)
local rowCount = bsread.uint8(bs)
local column = {title = title, width = width, text = {}}
for i = 1, rowCount do
column.text[i] = bsread.fixedString32(bs)
end
return column
end
local menuId = bsread.uint8(bs)
local twoColumns = bsread.bool32(bs)
local menuTitle = bsread.fixedString32(bs)
local x = bsread.float(bs)
local y = bsread.float(bs)
local colWidth1 = bsread.float(bs)
if twoColumns then
colWidth2 = bsread.float(bs)
end
local menu = bsread.bool32(bs)
for i = 1, 12 do
rows[i] = bsread.int32(bs)
end
columns[1] = readColumn(colWidth1)
if twoColumns then
columns[2] = readColumn(colWidth2)
end
return {menuId, menuTitle, x, y, twoColumns, columns, rows, menu}
end
function handler.rpc_init_menu_writer(bs, data)
local columns = data[6]
bswrite.uint8(bs, data[1]) -- menuId
bswrite.bool32(bs, data[5]) -- twoColumns
bswrite.fixedString32(bs, data[2]) -- title
bswrite.float(bs, data[3]) -- x
bswrite.float(bs, data[4]) -- y
-- columns width
bswrite.float(bs, columns[1].width)
if data[5] then
bswrite.float(bs, columns[2].width)
end
bswrite.bool32(bs, data[8]) -- menu
-- rows
for i = 1, 12 do
bswrite.int32(bs, data[7][i])
end
-- columns
for i = 1, (data[5] and 2 or 1) do
bswrite.fixedString32(bs, columns[i].title)
bswrite.uint8(bs, #columns[i].text)
for r, t in ipairs(columns[i].text) do
bswrite.fixedString32(bs, t)
end
end
end
--- onMarkersSync
function handler.packet_markers_sync_reader(bs)
local markers = {}
local players = bsread.int32(bs)
for i = 1, players do
local playerId = bsread.uint16(bs)
local active = bsread.bool(bs)
if active then
local vector3d = require 'vector3d'
local x, y, z = bsread.int16(bs), bsread.int16(bs), bsread.int16(bs)
table.insert(markers, {playerId = playerId, active = true, coords = vector3d(x, y, z)})
else
table.insert(markers, {playerId = playerId, active = false})
end
end
return {markers}
end
function handler.packet_markers_sync_writer(bs, data)
bswrite.int32(bs, #data)
for i = 1, #data do
local it = data[i]
bswrite.uint16(bs, it.playerId)
bswrite.bool(bs, it.active)
if it.active then
bswrite.uint16(bs, it.coords.x)
bswrite.uint16(bs, it.coords.y)
bswrite.uint16(bs, it.coords.z)
end
end
end
--- onPlayerSync
function handler.packet_player_sync_reader(bs)
local has_value = bsread.bool
local data = {}
local playerId = bsread.uint16(bs)
if has_value(bs) then data.leftRightKeys = bsread.uint16(bs) end
if has_value(bs) then data.upDownKeys = bsread.uint16(bs) end
data.keysData = bsread.uint16(bs)
data.position = bsread.vector3d(bs)
data.quaternion = bsread.normQuat(bs)
data.health, data.armor = utils.decompress_health_and_armor(bsread.uint8(bs))
data.weapon = bsread.uint8(bs)
data.specialAction = bsread.uint8(bs)
data.moveSpeed = bsread.compressedVector(bs)
if has_value(bs) then
data.surfingVehicleId = bsread.uint16(bs)
data.surfingOffsets = bsread.vector3d(bs)
end
if has_value(bs) then
data.animationId = bsread.uint16(bs)
data.animationFlags = bsread.uint16(bs)
end
return {playerId, data}
end
function handler.packet_player_sync_writer(bs, data)
local playerId = data[1]
local data = data[2]
bswrite.uint16(bs, playerId)
bswrite.bool(bs, data.leftRightKeys ~= nil)
if data.leftRightKeys then bswrite.uint16(bs, data.leftRightKeys) end
bswrite.bool(bs, data.upDownKeys ~= nil)
if data.upDownKeys then bswrite.uint16(bs, data.upDownKeys) end
bswrite.uint16(bs, data.keysData)
bswrite.vector3d(bs, data.position)
bswrite.normQuat(bs, data.quaternion)
bswrite.uint8(bs, utils.compress_health_and_armor(data.health, data.armor))
bswrite.uint8(bs, data.weapon)
bswrite.uint8(bs, data.specialAction)
bswrite.compressedVector(bs, data.moveSpeed)
bswrite.bool(bs, data.surfingVehicleId ~= nil)
if data.surfingVehicleId then
bswrite.uint16(bs, data.surfingVehicleId)
bswrite.vector3d(bs, data.surfingOffsets)
end
bswrite.bool(bs, data.animationId ~= nil)
if data.animationId then
bswrite.uint16(bs, data.animationId)
bswrite.uint16(bs, data.animationFlags)
end
end
--- onVehicleSync
function handler.packet_vehicle_sync_reader(bs)
local data = {}
local playerId = bsread.uint16(bs)
local vehicleId = bsread.uint16(bs)
data.leftRightKeys = bsread.uint16(bs)
data.upDownKeys = bsread.uint16(bs)
data.keysData = bsread.uint16(bs)
data.quaternion = bsread.normQuat(bs)
data.position = bsread.vector3d(bs)
data.moveSpeed = bsread.compressedVector(bs)
data.vehicleHealth = bsread.uint16(bs)
data.playerHealth, data.armor = utils.decompress_health_and_armor(bsread.uint8(bs))
data.currentWeapon = bsread.uint8(bs)
data.siren = bsread.bool(bs)
data.landingGear = bsread.bool(bs)
if bsread.bool(bs) then
data.trainSpeed = bsread.int32(bs)
end
if bsread.bool(bs) then
data.trailerId = bsread.uint16(bs)
end
return {playerId, vehicleId, data}
end
function handler.packet_vehicle_sync_writer(bs, data)
local playerId = data[1]
local vehicleId = data[2]
local data = data[3]
bswrite.uint16(bs, playerId)
bswrite.uint16(bs, vehicleId)
bswrite.uint16(bs, data.leftRightKeys)
bswrite.uint16(bs, data.upDownKeys)
bswrite.uint16(bs, data.keysData)
bswrite.normQuat(bs, data.quaternion)
bswrite.vector3d(bs, data.position)
bswrite.compressedVector(bs, data.moveSpeed)
bswrite.uint16(bs, data.vehicleHealth)
bswrite.uint8(bs, utils.compress_health_and_armor(data.playerHealth, data.armor))
bswrite.uint8(bs, data.currentWeapon)
bswrite.bool(bs, data.siren)
bswrite.bool(bs, data.landingGear)
bswrite.bool(bs, data.trainSpeed ~= nil)
if data.trainSpeed ~= nil then
bswrite.int32(bs, data.trainSpeed)
end
bswrite.bool(bs, data.trailerId ~= nil)
if data.trailerId ~= nil then
bswrite.uint16(bs, data.trailerId)
end
end
--- onVehicleStreamIn
function handler.rpc_vehicle_stream_in_reader(bs)
local data = {modSlots = {}}
local vehicleId = bsread.uint16(bs)
data.type = bsread.int32(bs)
data.position = bsread.vector3d(bs)
data.rotation = bsread.float(bs)
data.bodyColor1 = bsread.uint8(bs)
data.bodyColor2 = bsread.uint8(bs)
data.health = bsread.float(bs)
data.interiorId = bsread.uint8(bs)
data.doorDamageStatus = bsread.int32(bs)
data.panelDamageStatus = bsread.int32(bs)
data.lightDamageStatus = bsread.uint8(bs)
data.tireDamageStatus = bsread.uint8(bs)
data.addSiren = bsread.uint8(bs)
for i = 1, 14 do
data.modSlots[i] = bsread.uint8(bs)
end
data.paintJob = bsread.uint8(bs)
data.interiorColor1 = bsread.int32(bs)
data.interiorColor2 = bsread.int32(bs)
return {vehicleId, data}
end
function handler.rpc_vehicle_stream_in_writer(bs, data)
local vehicleId = data[1]
local data = data[2]
bswrite.uint16(bs, vehicleId)
bswrite.int32(bs, data.type)
bswrite.vector3d(bs, data.position)
bswrite.float(bs, data.rotation)
bswrite.uint8(bs, data.bodyColor1)
bswrite.uint8(bs, data.bodyColor2)
bswrite.float(bs, data.health)
bswrite.uint8(bs, data.interiorId)
bswrite.int32(bs, data.doorDamageStatus)
bswrite.int32(bs, data.panelDamageStatus)
bswrite.uint8(bs, data.lightDamageStatus)
bswrite.uint8(bs, data.tireDamageStatus)
bswrite.uint8(bs, data.addSiren)
for i = 1, 14 do
bswrite.uint8(bs, data.modSlots[i])
end
bswrite.uint8(bs, data.paintJob)
bswrite.int32(bs, data.interiorColor1)
bswrite.int32(bs, data.interiorColor2)
end
local MATERIAL_TYPE = {
NONE = 0,
TEXTURE = 1,
TEXT = 2,
}
local function read_object_material(bs)
local data = {}
data.materialId = bsread.uint8(bs)
data.modelId = bsread.uint16(bs)
data.libraryName = bsread.string8(bs)
data.textureName = bsread.string8(bs)
data.color = bsread.int32(bs)
data.type = MATERIAL_TYPE.TEXTURE
return data
end
local function write_object_material(bs, data)
bswrite.uint8(bs, data.type)
bswrite.uint8(bs, data.materialId)
bswrite.uint16(bs, data.modelId)
bswrite.string8(bs, data.libraryName)
bswrite.string8(bs, data.textureName)
bswrite.int32(bs, data.color)
end
local function read_object_material_text(bs)
local data = {}
data.materialId = bsread.uint8(bs)
data.materialSize = bsread.uint8(bs)
data.fontName = bsread.string8(bs)
data.fontSize = bsread.uint8(bs)
data.bold = bsread.uint8(bs)
data.fontColor = bsread.int32(bs)
data.backGroundColor = bsread.int32(bs)
data.align = bsread.uint8(bs)
data.text = bsread.encodedString2048(bs)
data.type = MATERIAL_TYPE.TEXT
return data
end
local function write_object_material_text(bs, data)
bswrite.uint8(bs, data.type)
bswrite.uint8(bs, data.materialId)
bswrite.uint8(bs, data.materialSize)
bswrite.string8(bs, data.fontName)
bswrite.uint8(bs, data.fontSize)
bswrite.uint8(bs, data.bold)
bswrite.int32(bs, data.fontColor)
bswrite.int32(bs, data.backGroundColor)
bswrite.uint8(bs, data.align)
bswrite.encodedString2048(bs, data.text)
end
--- onSetObjectMaterial
function handler.rpc_set_object_material_reader(bs)
local objectId = bsread.uint16(bs)
local materialType = bsread.uint8(bs)
local material
if materialType == MATERIAL_TYPE.TEXTURE then
material = read_object_material(bs)
elseif materialType == MATERIAL_TYPE.TEXT then
material = read_object_material_text(bs)
end
local ev = materialType == MATERIAL_TYPE.TEXTURE and 'onSetObjectMaterial' or 'onSetObjectMaterialText'
return ev, {objectId, material}
end
function handler.rpc_set_object_material_writer(bs, data)
local objectId = data[1]
local mat = data[2]
bswrite.uint16(bs, objectId)
if mat.type == MATERIAL_TYPE.TEXTURE then
write_object_material(bs, mat)
elseif mat.type == MATERIAL_TYPE.TEXT then
write_object_material_text(bs, mat)
end
end
--- onCreateObject
function handler.rpc_create_object_reader(bs)
local data = {materials = {}, materialText = {}}
local objectId = bsread.uint16(bs)
data.modelId = bsread.int32(bs)
data.position = bsread.vector3d(bs)
data.rotation = bsread.vector3d(bs)
data.drawDistance = bsread.float(bs)
data.noCameraCol = bsread.bool8(bs)
data.attachToVehicleId = bsread.uint16(bs)
data.attachToObjectId = bsread.uint16(bs)
if data.attachToVehicleId ~= 0xFFFF or data.attachToObjectId ~= 0xFFFF then
data.attachOffsets = bsread.vector3d(bs)
data.attachRotation = bsread.vector3d(bs)
data.syncRotation = bsread.bool8(bs)
end
data.texturesCount = bsread.uint8(bs)
while raknetBitStreamGetNumberOfUnreadBits(bs) >= 8 do
local materialType = bsread.uint8(bs)
if materialType == MATERIAL_TYPE.TEXTURE then
table.insert(data.materials, read_object_material(bs))
elseif materialType == MATERIAL_TYPE.TEXT then
table.insert(data.materialText, read_object_material_text(bs))
end
end
data.materials_text = data.materialText -- obsolete
return {objectId, data}
end
function handler.rpc_create_object_writer(bs, data)
local objectId = data[1]
local data = data[2]
bswrite.uint16(bs, objectId)
bswrite.int32(bs, data.modelId)
bswrite.vector3d(bs, data.position)
bswrite.vector3d(bs, data.rotation)
bswrite.float(bs, data.drawDistance)
bswrite.bool8(bs, data.noCameraCol)
bswrite.uint16(bs, data.attachToVehicleId)
bswrite.uint16(bs, data.attachToObjectId)
if data.attachToVehicleId ~= 0xFFFF or data.attachToObjectId ~= 0xFFFF then
bswrite.vector3d(bs, data.attachOffsets)
bswrite.vector3d(bs, data.attachRotation)
bswrite.bool8(bs, data.syncRotation)
end
bswrite.uint8(bs, data.texturesCount)
for _, it in ipairs(data.materials) do
write_object_material(bs, it)
end
for _, it in ipairs(data.materialText) do
write_object_material_text(bs, it)
end
end
function handler.rpc_update_scores_and_pings_reader(bs)
local data = {}
for i = 1, raknetBitStreamGetNumberOfBytesUsed(bs) / 10 do
local playerId = bsread.uint16(bs)
local playerScore = bsread.int32(bs)
local playerPing = bsread.int32(bs)
data[playerId] = {score = playerScore, ping = playerPing}
end
return {data}
end
function handler.rpc_update_scores_and_pings_writer(bs, data)
for id, info in pairs(data[1]) do
bswrite.uint16(bs, id)
bswrite.int32(bs, info.score)
bswrite.int32(bs, info.ping)
end
end
function handler.packet_weapons_update_reader(bs)
local playerTarget = bsread.uint16(bs)
local actorTarget = bsread.uint16(bs)
local weapons = {}
local count = raknetBitStreamGetNumberOfUnreadBits(bs) / 32
for i = 1, count do
local slot = bsread.uint8(bs)
local weapon = bsread.uint8(bs)
local ammo = bsread.uint16(bs)
weapons[i] = {slot = slot, weapon = weapon, ammo = ammo}
end
return {playerTarget, actorTarget, weapons}
end
function handler.packet_weapons_update_writer(bs, data)
bswrite.uint16(bs, data[1])
bswrite.uint16(bs, data[2])
for i, weap in ipairs(data[3]) do
bswrite.uint8(bs, weap.slot)
bswrite.uint8(bs, weap.weapon)
bswrite.uint16(bs, weap.ammo)
end
end
return handler